Museum guides

2019 ◽  
pp. 104-140
Author(s):  
Brian James Baer ◽  
Christopher D. Mellinger
Keyword(s):  
Metahumaniora ◽  
2019 ◽  
Vol 9 (1) ◽  
pp. 54
Author(s):  
Erlina Zulkifli Mahmud ◽  
Taufik Ampera ◽  
Yuyu Yohana Risagarniwa ◽  
Inu Isnaeni Sidiq

Kedudukan dan fungsi bahasa sebagai alat komunikasi manusia mencakup seluruh bidang kehidupan termasuk ilmu pengetahuan antara lain terkait sejarah peradaban manusia; bagaimana manusia mempertahankan hidupnya, bagaimana manusia memperlakukan alam, bagaimana alam menyediakan segala kebutuhan manusia. Apa yang dilakukan manusia saat ini, saat lampau, dan apa yang dilakukan manusia jauh di masa prasejarah, bagaimana kondisi alam di masa-masa tersebut, apa perubahan dan perkembangannya, dapat didokumentasikan melalui bahasa, divisualisasikan kembali, lalu dipajang sebagai salah satu upaya konversai dan preservasi dalam satu institusi yang disebut museum. Penelitian ini membahas kedudukan dan fungsi bahasa dalam permuseuman. Bagaimana kedudukan dan fungsi bahasa dalam permuseuman baik dalam informasi yang disampaikan oleh pemandu wisata museumnya maupun yang terpajang menyertai benda-benda dan gambar-gambar merupakan tujuan dari penelitian ini. Metode penelitian yang digunakan adalah gabungan antara metode lapangan dan metode literatur. Hasil penelitian menunjukkan bahwa secara umum kedudukan bahasa Indonesia berada pada urutan pertama setelah Bahasa Inggris dan keberadaan kedua bahasa dalam permuseuman ini melibatkan dua fungsi utama bahasa, yakni fungsi komunikatif dan fungsi informatif.The existence and function of language  as a medium of communication covers all fields of human life including knowledge, one of them is the history of human civilization; how humans survived, how human utilized nature for their lives, and how nature provides all the necessities for humans. What humans have been doing now, what they have done in the past and far before that in the pre-history time, how the conditions of the nature at those times were and what changes as well as progresses occurred are documented using language, then re-visualized,  displayed as one of conservation and preservation acts in an institution called museum. This research discusess the existence and function of language in museums. How important the existence of a language in museums and what language functions used in museums both in informations given by the museum guides and on the displays accompanying objects and pictures are the aims of this research. The methods used are the combination between field research and library research. The results show that generally the existence of Indonesian language plays more important role than English and both languages have two main functions; communicative function and informative function.     


2021 ◽  
Vol 17 (50) ◽  
pp. 103-130
Author(s):  
Mikhail Pogorelov

The paper is devoted to the history of early Soviet prison museums which were opened and operated at research institutes and penitentiaries in the 1920s. It proposes to consider these museums within the context of positivist criminology that emerged in the late 19th and early 20th century. The increasing interest in criminal and prison culture motivated scholars and enthusiasts to collect and exhibit objects related to criminals and prisoners. Developing the model of the criminological museum, the Soviet prison museum pursued not only a purely scientific goal but had different functions. By comparing the Soviet penal system to its Tsarist counterpart, prison museums emphasized the revolutionary and emancipatory nature of the former. Representing artifacts (playing cards, tattoos, hand-made prison tools) and the rules of inmate subcultures, museum expositions condemned it as symbols of the old Tsarist prison. The exhibitions with prison factory products (manufactured goods and handicrafts) and samples of inmate initiatives and creativity (newspapers, journals or artwork) had to demonstrate the progressiveness of Soviet penitentiaries, rehabilitating criminals through labor and education. While historians neglected this topic, the article raises questions about the origins and functions of Soviet prison museums for the first time in historiography. The research is based on previously unstudied sources including archival documents, academic publications, museum guides, as well as newspaper and journal articles.


Author(s):  
D. Goren-Bar ◽  
I. Graziola ◽  
F. Pianesi ◽  
M. Zancanaro ◽  
C. Rocchi

2006 ◽  
Vol 16 (1) ◽  
pp. 31-62 ◽  
Author(s):  
Dina Goren-Bar ◽  
Ilenia Graziola ◽  
Fabio Pianesi ◽  
Massimo Zancanaro

2006 ◽  
Vol S (1) ◽  
pp. 18-25 ◽  
Author(s):  
Christoph Bartneck ◽  
Aya Masuoka ◽  
Toru Takahashi ◽  
Takugo Fukaya

2015 ◽  
Vol 2015 (1) ◽  
pp. 11622
Author(s):  
Julia Balogun ◽  
Katie Best ◽  
Jane Kirsten Le

2021 ◽  
Vol 13 (2) ◽  
pp. 187-194
Author(s):  
Imam Ahmad ◽  
Yuri Rahmanto ◽  
Devin Pratama ◽  
Rohmat Indra Borman

Museum Lampung is one of the largest museums in Lampung Province which has a collection of tangible cultural heritage. If the museum visitors are seeking information about the collections, they will be assisted by museum guides orally. However, the limited number of guides are not enough to serve visitors during the school holidays. Therefore, to help visitors to find information about its cultural heritage collection, Augmented Reality (AR) technology was developed. AR is a technology that can display 3D objects in a real environment. The AR application that will be built is developed with the MDLC approach, where this method is suitable for developing multimedia applications. This research produces an application that can display 3D objects when the user's camera is directed to the collections of Museum Lampung and provides information related to these objects. Based on the test results on aspects of perceived usefulness, convenience, intention, and user friendliness, generally respondents answered "Agree" with a percentage of 83%. This indicates that the application is acceptable to the user.


Author(s):  
Jeanette Grace Clarkin-Phillips ◽  
Margaret Carr ◽  
Rebecca Thomas ◽  
Cheri O’Brien ◽  
Neil Crowe ◽  
...  

i-com ◽  
2008 ◽  
Vol 7 (2/2008) ◽  
pp. 26-31
Author(s):  
Stefan Göbel ◽  
Jens Geelhaar

ZusammenfassungViele Museen suchen heutzutage neue Methoden und Wege, um Museen attraktiver zu gestalten und weitere Museumsbesucher und Zielgruppen anzusprechen. Eine Ausprägung davon stellen Science Center oder Themenparks dar, aber auch Kinder-, Kunst- und Technikmuseen mit digitalen Museum Guides oder „Exponaten zum Anfassen”. Basierend auf diesem Trend haben das ZGDV Darmstadt und die Bauhaus-Universität Weimar unabhängig voneinander multimediale Museumsanwendungen entwickelt, die insbesondere das jüngere Publikum in die Museen locken als auch „etablierte” Museumsgänger durch einen digital erweiterten Wissens- und Erlebnisraum ansprechen soll. Die Fallbeispiele des ZGDV „DinoSim Senckenberg”, „art-E-fact” und das innovative Präsentationssystem „iPX” repräsentieren interaktive Museumsanwendungen zur wissenschaftlich-technischen Simulation von Dinosaurier Laufstudien und der Exploration von Gemälden und Kunstobjekten sowie des menschlichen Körpers innerhalb der seitens des Heinz Nixdorf Museumsforum initiierten Sonderausstellung „Computer.Mensch” direkt vor Ort im Museum; „DinoExplorer Senckenberg” bietet eine virtuelle Umgebung zur spielerischen Exploration von Museumsräumen und Exponaten in Form einer emulierten Museumsrallye. Das digitale Osmantinum spricht den Literatur interessierten Besucher an und ist als mobiles Informations- und Führungssystem auf der Basis eines PDA's konzipiert, ohne die besondere Stimmung der Museumsräume zu stören.


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